View Full Version : Ken Brilliant Lesson 4 -- Unified Skinning
http://www2.zbrushcentral.com/zbc_uploads/user_image-1037902465dco.jpg
This fourth tutorial by Ken Brilliant illustrates how to begin a modeling session using ZSpheres and the Unified Skin option. By using this technique, less attention needs to be given to sphere placement than is necessary with Adaptive Skinning.
The result is basically a specialized ZPrimitive -- a shape that offers all of the advantages of starting with a primitive (such as uniform polygon distribution), but is also already very close to the shape of the final model. No more stretched polygons!
:b2: :b3: :b4: Click Here to Download the PDF (1.08 MB) (http://www2.zbrushcentral.com/ZBC/UnifiedSkinTutorial.zip) :b4: :b3: :b2:
Note: You must have Acrobat Reader installed to be able to view the tutorial after unzipping it.
Thank you, Ken!
In addition, we're issuing a challenge to all ZBrush members:
Use the techniques shown in this tutorial to create your own ZSphere model using Unified Skinning. Share your results here showing THREE images: the ZSphere model, the resulting skinned mesh, and the final image.
We look forward to seeing your results!
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Other tutorials in this series:
:b2: The Octopus (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=008869)
:b2: The Cactus (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=008975)
:b2: Membrane Curvature (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009010)
:b2: MultipleMarker Skinning (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009094)
:b2: Hard-Edged ZSpheres (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009191)
:b2: Stylized Illustration (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009287)
:b2: UV Mapping (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009571)
:b2: Transferring Textures (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009708)
:b2: Compositing (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010310)
Mahlikus The Black
11-21-02, 10:54 AM
Awesome! I cant wait to play around with this one tonight!!! :D :D :D :D :D
Thanks Ken!!!
Jaycephus
11-21-02, 11:04 AM
I was thinking something like this was possible, but never found the time to investigate Unified Skinning. :tu:
I've been very busy, and I've got to go to Michigan for a week, but I hope to post something on this when I get back. (I should be able to do some modeling on my laptop while I am away, I hope.)
The Namek
11-21-02, 11:32 AM
Thank you very much , I'll check this out right away.
Northstarr
11-21-02, 01:49 PM
Oh boy! This one is my nemesis! :rolleyes:
I have trouble modelling a head with a single sphere nevermind zspheres. However, I will decide after I have read the material and given it a try.
Is it cool to ask for help if I try and get stuck??
boozy floozie
11-21-02, 05:07 PM
Hot apple pie this is a boon to Zkind!
Hope to give it a try soon.
Thanks Aurick and Ken for taking the time to prepare this information. :tu:
Mahlikus The Black
11-21-02, 06:26 PM
I love this so much!
Even though I am only finished with phase one...I just had to show you all what a wonderful method this is. Man, I have saved so much time this way!
I am going to make ..okay..maybe not an orge...
http://www2.zbrushcentral.com/zbc_uploads/user_image-1037931873dkj.jpg
<font color="#949494" size="1"> November 22, 2002 Message edited by: Mahlikus The Black </font>
zerobugetgamemaker
11-21-02, 06:38 PM
good piece mahlikus! and excellent tutorial Ken B
David
Excellent work Mahlikus! Outstanding tutorial Ken! Thank you Aurick for sharing this with us!
Looks like I wasn't so far off after all :) ...there's a ZSpheres tool here if anyone wants to check it out. (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=007389) But Ken and Mahlikus BOTH did a MUCH, MUCH nicer job of it.
<font color="#949494" size="1"> November 21, 2002 Message edited by: Nikko </font>
<font color="#949494" size="1"> November 21, 2002 Message edited by: Nikko </font>
Great tutorial Ken, thanks! :)
(And that's very nice ZSphering, Maklikus! I look forward to seeing the skinned version.)
cool zsphere model, Mahlikus
Something to remember: Make sure to perform "test skinnings" as you work in order to adjust the spheres.
Zendoftheworld
11-21-02, 10:02 PM
Ken, you are brilliant! Brilliant Ken!
Inspirational stuff.
Zendoftheworld....
visionary
11-21-02, 10:10 PM
Thanks for lesson Ken. Here is a WIP using this technique.
I really appreciate the great tutorials that you are providing ZBrushCentral. As always they are inspirational.
Visionary :D http://www2.zbrushcentral.com/zbc_uploads/user_image-1037945388ged.jpg
Mahlikus The Black
11-22-02, 12:27 AM
Great method!!!
:cool: :tu: :D :tu: :cool:
Here is the final
http://www2.zbrushcentral.com/zbc_uploads/user_image-1037954161yym.jpg
<font color="#FF9F23" size="3"> *Update* </font>
Some more modeling for realism.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1038035253fmp.jpg
Here is a poly shot...hope it looks good...it is under high compression.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1038037593abr.jpg
<font color="#949494" size="1"> November 22, 2002 Message edited by: Mahlikus The Black </font>
Hi,
great looking model. Reminds me of those metareyes models a while back.
Would it be possible to upload a wireframe of the mesh, maybe a hires/lowres version,
just to get a feel for the polys.
thanks,,e1
<font color="#949494" size="1"> November 22, 2002 Message edited by: e1 </font>
Booohooohooohooohooo........
Demmmmmmmmmo.......sob...sob..etc
:D
Great tutorial Ken and well interpreted Malikus.
I'm having a problem locating my ZSpheres.....
;)
MrBraun
11-22-02, 07:40 AM
I am with you Mik!!! ;)
I have problem too !!! hehehehehee
We attend a 1.5 Demo version !!! :)
interesting technique - i always refrained from using unified skinning method until now.
Thanks KenB
this is a one hour quicky
http://www2.zbrushcentral.com/zbc_uploads/user_image-1037980780rwk.jpg
visionary
11-22-02, 03:08 PM
Here is an alien head using this technique.
Visionary :D http://www2.zbrushcentral.com/zbc_uploads/user_image-1038006486dzi.jpg
PusGhetty
11-22-02, 05:51 PM
Great Technique Ken, thanks for making this tutorial... An excellent demon dude that you created too! The skin is amazing and awesome eyes!
Great images everyone!
Here's mine,
Michael
http://www2.zbrushcentral.com/zbc_uploads/user_image-1038016186zqq.jpg
Northstarr
11-22-02, 11:38 PM
So far what has been posted looks quite impressive! But I am afraid I am going to have to pass on this challenge. The closest I could get using this technique is something akin to a football with potato sprouts growing out of it. :(
There are some really cool models here!
Northstar: are you using Unified Skinning (not Adaptive?) And did you try increasing the smoothing value?
Flycatcher
11-24-02, 07:47 AM
EDITED: Please ignore. Download problem resolved - it suddenly decided to work OK tonight.
<font color="#949494" size="1"> November 25, 2002 Message edited by: Flycatcher </font>
Hey, this is great stuff peoples... right on... keep em coming... Zsphere's really require some imagination in placement for sure, but wow, what results... :tu:
JOHNVQ3
12-07-02, 02:38 PM
:)this is an excellent tutorial and I enjoyed it very much, here is my results. http://www2.zbrushcentral.com/zbc_uploads/user_image-1039300702zgt.jpg
ArfGraf
12-21-02, 10:59 PM
I've tried the unified skinning method, but am having trouble with the x-symettry after making the initial profile. It sames after adding a couple of z-sphere to the profile you wind up moving individual chains and as the model grows more complew thing get messy real quick. It seems the symettry starts to drift after several additional spheres.
juandel
12-22-02, 09:15 AM
hi, ArtGraf! in case you havent done so yet, go and get Daveys fabulous Restore Symmetry script (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=007807)!
hope this helps!
- juandel
ArfGraf
12-22-02, 07:08 PM
I printed out the PDF tutorial after trying to follow it on the computer. It finally hit me after wrangling around with it for about three hours. I kept overlooking the x-mirror symmetry. You have to establish on the root sphere. That's what I was overlooking.
Many thanks Aurickle for this wonderful technique. Everything should be a breeze from here out. Also gotta take a look at the Multimarker tutorial.ArfGrafix (http://members.cox.net/rfhicks)
ArfGraf
12-22-02, 08:29 PM
Alright. I was determined to get this down pat. I tried the symettry script and was a little bit flummoxed by it since I was trying to master the mechanics of the initial software. Then I tried restricting the various axes as I modeled and this has helped keep control over symettry without resorting to the script.
Yeah. An extremly interessting Tutorial Ken!
Thanks alot. I really like the uncomplicated way, to roughen out the basic volume of a model (whatever it will be).
To keep a model simple enough for animating, you can model a rough body in your favorite modeling Appliction, uv mapp it and then convert it to zbrush.
There you can create the hires model, from wich one creates a normal map. This map can be used as a displacement map to rebuild the detailed surface on the lowpoly mesh.
BUT I would like to roughen out my basic mesh with zspheres, but create a less dense mesh from it with unified skin, much like the adaptive skin. maybe a little more detailed.
But I dont get it. If I lower the parameters of unified skin to much, the mesh dont fit the desired form and is yet to dense.
I hope there will be an improvement soon, so that one can use this absolutly great modeling tool not just for models inside zbrush, but also for exporting and animating in other 3D applications.
The procedere would then be: model a rough form with zspheres, export your model, cut in edgeloops for animation and detail it to the level you need it. uv map it, then export the mesh, model the details in zbrush, create the Normal/heightmap and map it to your lowres version.
So you should receive a highly detailed model with a low poly count. Perfect :)
regards Marc
by the way: great model, Mahlikus!
April Session on Digital Sculpting (http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=581) :)
ZewbiBrusher
08-01-05, 07:40 PM
Hi!! I was wondering if this method is easy to export afterword like lets say in C4d or if there are to many polys to achive this?
As an alternative, can we create adisplacement map in high poly and then export the model and texture in low poly?
As a mater of fact, can this method have low poly to start with??
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